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Piratecat ruined my D&D game
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<blockquote data-quote="Skyscraper" data-source="post: 3312165" data-attributes="member: 48518"><p>I find the PC death toll to be more important in 3.5 than in 1st Ed, or rather, less predictable. For me, this is a major issue that i'd like to address (i've started a couple of threads on other sites on that subject). Critical hits and the game mechanics allow for very important damage to be dealt out in certain situations, and that's to address only death from damage, which makes PC survivability much more difficult.</p><p></p><p>I the campaign i'm DMing right now, two deaths just occured, which brings the death count to three in a two-year period (started at level 3, now at level 7 - we play once or twice a month), but that's three out of four of the original PCs. It's a real bummer for the storyline from my perspective. It is undesirable both for the players and myself as a DM.</p><p></p><p>FYI, i don't fudge rolls, for important rolls i often throw the dice out in the open. I think it is important to maintain the suspense and high-level action to have the possibility of death be out there.</p><p></p><p>There have been several suggestions on how to increase player survivability. I haven't figured out what i'll be doing yet, but i'd be curious to hear suggestions!</p><p></p><p>Kid Charlemagne, would you be willing to provide a few more details on how this "roll the bones" mechanic works? (I understand that this is copyrighted material, no need to provide all the details).</p><p></p><p>Crothian, any more specific examples of plot hooks and storylines that you've used for brinigng PCs back from the dead without taking the party on an entire side quest?</p><p></p><p>Sky</p></blockquote><p></p>
[QUOTE="Skyscraper, post: 3312165, member: 48518"] I find the PC death toll to be more important in 3.5 than in 1st Ed, or rather, less predictable. For me, this is a major issue that i'd like to address (i've started a couple of threads on other sites on that subject). Critical hits and the game mechanics allow for very important damage to be dealt out in certain situations, and that's to address only death from damage, which makes PC survivability much more difficult. I the campaign i'm DMing right now, two deaths just occured, which brings the death count to three in a two-year period (started at level 3, now at level 7 - we play once or twice a month), but that's three out of four of the original PCs. It's a real bummer for the storyline from my perspective. It is undesirable both for the players and myself as a DM. FYI, i don't fudge rolls, for important rolls i often throw the dice out in the open. I think it is important to maintain the suspense and high-level action to have the possibility of death be out there. There have been several suggestions on how to increase player survivability. I haven't figured out what i'll be doing yet, but i'd be curious to hear suggestions! Kid Charlemagne, would you be willing to provide a few more details on how this "roll the bones" mechanic works? (I understand that this is copyrighted material, no need to provide all the details). Crothian, any more specific examples of plot hooks and storylines that you've used for brinigng PCs back from the dead without taking the party on an entire side quest? Sky [/QUOTE]
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Piratecat ruined my D&D game
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